Elevators live in your database, not a config file. You build them in-game with /elevators, and a change is live for every player the moment it saves.
The creator is admin-only, gated behind the ace from Installation:
Build an elevator
Create it
Click New elevator and give it a name.
Add a floor
Click Add floor. The creator hides itself and puts you back in the game to place two points.
Place the arrival point
Look at where the player should end up. A see-through ped stands there facing you. Scroll turns it, [Enter] confirms, [Backspace] cancels.
Place the button
Look at the call button. The sphere you see is the real target area at its real size. Scroll resizes it, [Enter] confirms.
Add the rest
Autosave writes each change as you make it, so the zones are live behind you.
Each floor has two points because on a real lift they’re nowhere near each other: you press a button by the doors and step out into the middle of a lobby. On a text UI server only the arrival point is asked for.
Open a floor for recapture buttons on either point. go teleports you to that floor, and is on the row whether it’s open or closed.
Copy a whole elevator
Four identical lifts in one tower don’t need placing four times. Open a saved elevator and click Duplicate.
Every floor is drawn where it would land so you can see the stack before committing, and scroll turns the whole set for a building facing the other way. The copy opens as an unsaved draft with its labels, restrictions and blip carried over.
Preview in the world
Preview in world draws that lift’s target areas and see-through peds in-game, and stays on when you close the creator. Switch it on, close the panel, and walk the building. It covers one elevator at a time.
Keeping a big list tidy
Give elevators a Building name and the list groups by it, so four lifts in one hotel fold into one heading. Up and down arrows reorder elevators, buildings and floors, and the order is saved. Elevators with more than three floors open collapsed.
Per-elevator settings
Left alone, an elevator follows the in-game settings. Per elevator you can set a target label, a target mode, whether locked floors hide their buttons, and a map blip at the first floor. Per floor you can set a label, a description, and override the button radius and interact distance.
Delete elevator asks twice, because it removes every floor with it.